This arena functions like the ASB Arena.
If the air at the ASB Arena were thick with a swarm of all-devouring insects.
The insects will damage all Pokemon at the end of each action but can deterred by movement and attacks.
A Pokemon will take 3 Damage at the end of every action if it used an attacking move, even if it misses or is blocked; the swarm will be more or less put off by the attack. Hitting yourself in confusion also counts for this.
If the Pokemon uses a non-attacking move, the swarm will be less deterred and they will take 7 damage. Again, even if the attack misses it will still deter the swarm.
However the Pokemon does not use an attack at all (eg Flinching, sleeping, failing to use a move due to Disable or Taunt etc, Cooling Down, chilling, full para) they will take a whopping 15 damage.
The arena itself however has no restrictions, go nuts.

I'll take this challenge and send my Pokemon once my stuff are approved in the Prize thread.

Switch = KO
Items = Training Items
Abilities = All

Click to expand...

Team Lord Jesseus

Tau the Alakazam(Move your mouse to reveal the content)Tau the Alakazam (open)Tau the Alakazam (close)

Alakazam(*) [Tau] (Male)Nature: Timid (+Spe, -Atk)

Type:Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.Stats:

Abilities:Synchronise: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Iota the Gengar(Move your mouse to reveal the content)Iota the Gengar (open)Iota the Gengar (close)

Gengar(*) [Iota] (Female)Nature: Hasty (+Spe, -Def)

Type:Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Alpha the Pupitar(Move your mouse to reveal the content)Alpha the Pupitar (open)Alpha the Pupitar (close)

Larvitar [Alpha] (Male)Nature: Quiet (+SpA, -Spe)

Type:Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilties:Shed Skin: (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Shed Skin: (DW) (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Abilties:Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Heavy Metal: (DW) (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Theta the Gyarados(Move your mouse to reveal the content)Theta the Gyarados (open)Theta the Gyarados (close)

Gyarados [Theta] (Male)Nature: Quiet (+SpA, -Spe)

Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Moxie: (DW) (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Splash
Tackle
Flail
Bite
Dragon Rage
Thrash

Bounce
Reversal
Bubble
Waterfall

Team TheWolfe

Meliadoul the Sceptile(Move your mouse to reveal the content)Meliadoul the Sceptile (open)Meliadoul the Sceptile (close)

Meliadoul - Sceptile (F)Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Defense)Type: Grass - Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.KOs: 7

Abilities:Overgrow: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any grass attack is increased by two.Unburden: (Dream World; Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Roy the Blaziken(Move your mouse to reveal the content)Roy the Blaziken (open)Roy the Blaziken (close)

Roy - Blaziken (M)Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank From Special Defense)Type: Fire - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.KOs: 7

Abilities:Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two. Speed Boost: (Dream World; Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Hype Dog - Swampert (F)Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.KOs: 8

Abilities:Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.Damp: (Dream World; Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Chugga the Weezing(Move your mouse to reveal the content)Chugga the Weezing (open)Chugga the Weezing (close)

Chugga - Weezing (M)Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)Type: Poison - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.KOs: 2

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Jennie June the Gardevoir(Move your mouse to reveal the content)Jennie June the Gardevoir (open)Jennie June the Gardevoir (close)

Jennie June - Gardevoir (F)Nature: Calm (Add one rank to Special Defense; Subtract one rank to Attack)Type: Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.KOs: 5

Abilities:Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Syncronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Telepathy: (Dream World; Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Azazel the Tyranitar(Move your mouse to reveal the content)Azazel the Tyranitar (open)Azazel the Tyranitar (close)

Azazel - Tyranitar (M)Nature: Adamant (Adds one Rank to Attack; Subtract one Rank to Defense.)Type: Rock - Rock STAB; reduce damage from all special attacks by two Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Dark - Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.KOs: 3

Abilities:Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.Unnerve: (Dream World; Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Here we are at the usual arena today with Lord Jesseus and TheWolfe. To begin the battle, they each send out their initial pokemon: Theta the Gyarados for Team Jesseus and Jennie June the Gardevoir for Team Wolfe. Wait, what's that over there? OH GOD! Someone thought it would be a wise idea to bring a swarm of deadly insects into this arena! I'm getting out of here before I get attacked!

What do you mean it was a binding contract? OK, fine, but I demand some kind of protection from these bugs!

Anyway, it looks like Jennie June has the initiative and strikes Theta with a Thunderbolt, hitting him where it hurts. Theta then Bounces up high and comes crashing down on Jennie June, almost completely crushing her under his weight. But the Gardevoir hurls him away with her Psychic powers, and just as he charges back in like a raging Waterfall, she zaps him with another Thunderbolt. Enraged, the Gyarados Bounces up again and this time lands squarely on Jennie June's head, delivering a more powerful blow than normal. Unfortunately for both of them, their fighting has not deterred the insects and both pokemon take some rather nasty bites.

Trick Room ~ Pain Split ~ Shadow BallSub (1): IF you are taunted, THEN substitute each action with the following commands: Psychic (A1) ~ Shadow Ball (A2) ~ Confusion (A3).Sub (2): IF you are put asleep, THEN keep pushing actions down until you are awake, and then proceed with your original commands.

If you are taunted and then put to sleep, the first substitution takes priority.

Replacing Theta the Gyarados is Iota the Gengar! She immediately Taunts her opponent Jennie June into unleashing her Psychic powers on her. There is an unfortunate drawback to this though as although the Gardevoir only takes a small amount of damage from the swarm of insects, Iota is hurt considerably more. Both pokemon then suddenly fire Shadow Balls at each other, inflicting roughly the same amount of pain on each other. Iota follows up by casting a Hex on Jennie June, while the Gardevoir tries using Confusion to break the Gengar down, but it doesn't quite work, although both pokemon appear very much weakened now.

FYI: Memento cannot be used while taunted. However, looking at your moves, there is nothing you could use while taunted that you could actually pull off before Gengar's Night Shade KOs you on action 1, so I won't ask you to reorder.

Iota is worried about Meliadoul the Sceptile and immediately Protects herself from whatever attacks might come her way. However, instead of attacking, Meliadoul performs a spinning Swords Dance to sharpen her leafy arms. The swarm gets madder and madder as she launches an attack, but suddenly she is caught by an Icy Sucker Punch from the Gengar. Unfortunately for Iota, the icy powers don't seem to do an awful lot and one swift Night Slash from Meliadoul spells her end.

Screech ~ Energy Ball ~ ScreechSub (1): IF you lose the speed tie on A1/A3, replace Screech with Leaf Blade.Sub (2): IF you win the speed tie on A1/A3 AND for some reason Screech does not disrupt Alakazam's Psychic, replace Screech with Leaf Blade as well.

After some discussion on IRC, I am ruling that Screech does not disrupt Psychic primarily because the command TheWolfe has given is just Screech, not Screech to disrupt Psychic. Next time, if you use the command Screech to disrupt Psychic, it will have 100% chance of success the first time, 50% the second time, 25% the third time and so on, regardless of whether the Screech to disrupt Psychic commands are consecutive or not. Also, it can be applied to any move that requires significant concentration (these will be decided on a case-by-case basis later).

Meliadoul faces her next opponent, Tau the Alakazam, and immediately strikes with a Leaf Blade before Tau can react. The Alakazam isn't daunted however and simply knocks the Sceptile silly with his Psychic powers. Meliadoul continues the assault by firing an Energy Ball at him, but then he unleashes his Hidden Power, which seems to prey on the Sceptile's elemental weaknesses. Then the pokemon trade blows with another Leaf Blade and another dose of Psychic powers while the swarm continues to wear both of them down. But maybe Tau might have a little more initiative next time.

Meliadoul tries to knock Tau out with an X-Scissor strike, but Tau Counterattacks with such power that the Sceptile is knocked out! Even the swarm is a little hesitant to be around this Alakazam now, though not hesitant enough to make a difference.